;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the city,
and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
Increases tax and luxury output by 50%%.

@;Library
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Units in city are tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Increases tax and luxury output by an
additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content (Three after Communism).

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax & luxuries output by an additional
50%% (cumulative with Marketplace & Bank for a grand
total of 150%%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Farm in every one of your cities.
^
^The fertile crescent is a regien stretching from southwestern Iran to the Lebanon in a
^crescent shape. The crescent is centred in the Tigris-Euphrates region, which is known
^as Mesopotamia. This "Cradle of Civilization" has brought about the great civilizations
^of the Sumerians, the Assyrians and the Babylonians among others, and has been an eternal
^battleground for more than three millenia until the Persians brought peace to the region,
^but also ending the independent era for more than two thousand years. The first independent
^state to rule this area is modern-day Iraq.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.

^The pyramids count to the most impressive structures ever built by Man. It has been estimated
^that to build the Great Pyramid alone would need at least 400 men using modern equipment to 
^work for more than five years at a cost of over a billion US dollars.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.
^
^Between the 11th and the 9th century BC, the Phoenecian explorers founded a great number
^of colonies particularily in the western mediterranean sea, and through these, established
^trade routes to the outermost known regions of the world. This brought incredible wealth to
^the Phoenecian ports, but also to their colonies, such as Carthage or Panormos (Palermo).
^Although the colonies eventually became independent from their founding cities, they never
^forgot their descendance, and kept loyal relations to them.

@;Lighthouse
@PEDIAIMPROVE42
Obsolete
^
According to Greek historians, it was the great queen Semiramis of Babylon who built the Hanging
Gardens (however, it was the same queen the Greeks thought had built the Babylonian walls and the
inscription of Bisotun). Modern historians however doubt that something as the "Hanging Gardens"
ever existed in the shape as described. It is thought that these tales are a confused description
of the magnificent royal parks of the oriental kings that were already praised by Homeros.

@;Great Library
@PEDIAIMPROVE43
Obsolete
^
The Mausoleum was the tomb of the Carian King Mausolus, a prince under Persian souveranity. The
Mausoleum was started by Mausolus himself, but finished long after his death (353 BC) by his adoring sister 
Artemisia. The Mausoleum was one of the largest tombs of all times (next to the Pyramids, of course), though
accurate descriptions of its size are missing; all historians tended to exaggarate.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your sanctuaries.
^
The Temple of Artemis was built as early as the mid-sixth century BC, and was financed by the
Lydian King Croesus. According to Greek sources, it was burned down in the same night as Alexander
was born (July 20th 356 BC) by a man named Herostratos. He wanted to save his name for later tradition;
and although his punishment was that his name was erased from all sources and inscriptions, he succeeded.
The followers of Alexander of course soon had THEIR version of the reason for the deed: The goddess wasn't 
present in her "house" but was busy watching over the birth of Alexander.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.
^
The walls of Babylon are sometimes counted in the list of the seven wonders of the world instead of the
lighthouse of Alexandria. Ancient historians describe the walls as a complex made out of three walls standing
behind each other, each one wide enough to allow two (or three, or four) chariots riding on them side-by-side.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.
^
Following the defeat at Gaugamela, Darius hoped to gain the support of the people not yet conquered by 
the Macedonians, and soon, rumours went around the Macedonian camp that he had recruited yet another, yet
larger and yet more powerful army than at Gaugamela. Of course, the Persian ressources were much too lacking
to make this true in so little time, despite being able to train fierce soldiers within very few months.
In truth, Darius was still on the flight, and soon had Alexander at his heels.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".
^
The Persian administration surpassed every previous one. The empire was sub-divided into so-called
"Satrapies" (Provinces), all of which governed by a governor at the top of a long administrative
chain. These "Satraps" were often immensly powerful, powerful enough to make their own policy,
disregarding that of the Great King. Thus, satrapal revolts weren't rare, but never led to any
greater success.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).
^
The core of the Persian government was the royal throne hall, in which the envoys were received,
alliances were signed, and, in general, policy was made. These throne halls -ancient Persian
"Apadana"- were of astounishing logistic architectural quality, as built in perfect squares or
rectangles. The two most important ones stood at Persepolis and Susa, both built by Darius the
Great (522-486 BC). Alone their magnificent staircases later became objects of particular
scientific interest.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a Cathedral in each of your cities.
^
After the Persians destroyed the Athenian Acropolis (actually the fortress in any Greek
city) in 480 BC, the man who dominated Athens' policy during the following decades, Cimon, the
son of Miltiades, was the first to attempt a reconstruction. But the magnificence of the acropolis
was the work of Cimon's politcal opponent, Pericles, who was the patron of some of ancient Athens'
greates architects and artists, among them Pheidias, and Ictinus. The most famous of the Acropolis'
buildings was the Parthenon, the temple of Athenae, which had later been described as 'the most
perfect of the world's building'.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%%.
^
It is an interesting fact that the three most important philosophers of Antiquity -Socrates, Platon
and Aristoteles- had a teacher-student relation to each other. Socrates was the teacher of Platon, who
in return was the teacher of Aristoteles. Aristoteles, later the teacher of Alexander, studied at the
academy of Platon in Athens, which was one of the most influental philosophical schools in antiquity, and
many famous philosophers studied there.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.
^
Nearchos was one of the fellow studentsof Alexander, and one of his closest friends. When Alexander
was forced to leave India, he divided his army into three parts, one under the command of Crateros,
one under his own command, and one naval troop under Nearchos. It was his command to travel along the 
coast of the Persian coast to check if it was of any good for a standart travel route (which, as it
turned out, wasn't the case).

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.
^
The tomb of Cyrus has the shape of a small house that stands on a small step pyramid. Greek masons built it. The design of the tomb is based on foreign examples, but shaped to represent an individual Iranian piece of architecture, as with later buildings in Persia. Arcades originally surrounded it, but these have vanished and only the fundaments remain.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.
^
Philippus learned a great deal of practical warfare from the Thebans. He closely observed their 
strategy, which was a fundamental reform of the standartized Greek phalanx formation. Special 
importance was layed on a particular wing, which was supposed to sweep in the opposite direction
and encircle the enemy. This strategy caused the Spartan defeat at the battle of Leuktra (371 BC)
and brough about the fall of the Spartan empire. Ironically, it was exactly the same tactic that
brought about the Theban defeat against the Macedonians at the battle of Chaeronea in 338 BC, in
which the Macedonian phalanx formation was added by a cavalry force which striked directly into
the heart of the opponent's army, the Theban elite corps.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
Provides Hydro power to every city on every continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50%% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each city.
^
The Oracle at the oasis of Siwa in the Libyan desert had long been
an important site for travellers all around the world, as perhaps
more people wanted to consult it instead of the one at Delphi. It
was considered to be the oracle of Ammon-Ra, the chief god of the 
Egyptians, who was worshipped as Zeus Ammon in ancient Greece. 
Alexander's mother Olympias is thought to have belonged to this
cult, and Alexander was drawn into it in his youth. This explains
why he took all risks of riding through the dangerous desert with
only his closest companions aside only to consult it.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

@;This line must remain at the end of this file!




















